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removed unnecessary computation of head height from eye position code
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@ -300,7 +300,6 @@ bool SkeletonModel::getEyeModelPositions(glm::vec3& firstEyePosition, glm::vec3&
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getJointRotation(geometry.headJointIndex, headRotation);
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const float EYES_FORWARD_HEAD_ONLY = 0.30f;
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const float EYE_SEPARATION = 0.1f;
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float headHeight = glm::distance(neckPosition, headPosition);
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firstEyePosition = baseEyePosition + headRotation * glm::vec3(EYE_SEPARATION, 0.0f, EYES_FORWARD_HEAD_ONLY);
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secondEyePosition = baseEyePosition + headRotation * glm::vec3(-EYE_SEPARATION, 0.0f, EYES_FORWARD_HEAD_ONLY);
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return true;
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